Further testing has shown the following:
1. Nin almost never gets used.
2. Leyline and Relic both have uses, but not necessarily great ones.
3. Sangromancer is nice, but increasingly win-more.
4. Blue Sun's Zenith almost never gets used because I can't deck someone, plus it single targets.
5. I never see Trinket Mage.
6. Syphon Mind doesn't do enough.
7. I have yet to draw Chains, but I increasingly dislike it conceptually.
8. My damage enchantments (Tyrannt, Caress, Megrim, Visions) die a lot.
9. Kazuul keeps never showing his face.
Things to address these:
1. Time Spiral needs to go in.
2. I am debating Crystal Chimes as an Enchantment recursion device.
3. Psychosis Crawler needs testing.
4. Yawgmoth's Will might need to go back in, especially if Mystic Retrieval is going in.
5. Increasing Vengeance will replace Fork or Reverberate. Flashback is tech and will be functionally identical for most uses.
6. Lore Broker is finally going in. Useful even in late game to filter.
7. Noggle Ransacker is getting the callup for testing. It's another mass draw/discard effect.
8. Wound Reflection may go in as a way to break the symmetry of Spiteful Visions and Phyrexian Tyranny.
Ooze relies too much on what I mill. Vore and Nemesis are smashy, which I don't want to roll with (Nemesis mill is single person). Bonehoard also smashy.
I originally thought of Plunder, but again requires relying on opponents. I like Mirari because it fits with my own stuff, which is a lot of sorceries/instants. The problem is finding a slot.
I like the Mirari idea and will test it out. Temple Bell is probably also worth a look at since I can control when to activate it. Howling Mine is already in, but might be swapped for the Bell for those control/benefit reasons. Font is similar to Mine in that I think it's only best when I have Dreams/Visions/Tyranny out, so perhaps not. Lore Broker is also considered for that same control/timing thing.
Parasite is not so great since I don't have a ton of Red permanents. Grimoire feels too "win more" in a sense. Demon I would not run since it fails the same test as Runeflare trap, only hitting one person a go. Shocker/Barbed Shocker at least give a whole hand shift so I'm willing to cut them some slack.
Grixis is an awesome color combination, and criminally underplayed in my group. With that in mind, here's my attempt at a (hopefully) strong list themed around card draw and discard.
Things I want to try to cut first: Runeflare Trap because it only hits one person. You can get extra mileage from the Fork-type spells, but not enough IMO. Echo Mage seems kinda win more perhaps. Phyrexian Metamorph is tricksy. On one hand, if I include Academy Ruins, it becomes an excellent recursion source and lets me get back Jar as well. Iron Maiden trips off upkeep rather than card draw or discard. So I dunno if it fits the theme as nicely. Plus a bit slow. Yawgmoth's Will could probably be a massive lategame blowout. But in the early game it kinda clogs me I feel. Meishin, the Mind Cage is very, very slow at getting out and can be removed.
I'd really appreciate any comments or suggestions!
I recently put together this Rith deck focusing around a couple of infinite combos (Melira and Primus/Finks and a sac outlet and Lark/Guide/Ashnod's Altar and Altar/Deathmantle/Symbiotic Wurm or Hornet Queen or Deranged hermit), plus token goodness.
I feel like I don't draw into enough "must-answer" threats, so either a higher threat density or more bomby spells. As well, I'm a bit slow out the gate so anything that helps get me to a more threatening position would be great.
Any suggestions or comments that people make would be greatly appreciated!
Recurring Insight seems significantly better.
+ Blasphemous Act, -Echo Mage
+ Silent Arbiter, -Runeflare Trap
+ Winds of Change, -Iron Maiden
+ Ensnaring Bridge, -Phyrexian Metamorph
+ Black Sun's Zenith, - Yawgmoth's Will
Further testing has shown the following:
1. Nin almost never gets used.
2. Leyline and Relic both have uses, but not necessarily great ones.
3. Sangromancer is nice, but increasingly win-more.
4. Blue Sun's Zenith almost never gets used because I can't deck someone, plus it single targets.
5. I never see Trinket Mage.
6. Syphon Mind doesn't do enough.
7. I have yet to draw Chains, but I increasingly dislike it conceptually.
8. My damage enchantments (Tyrannt, Caress, Megrim, Visions) die a lot.
9. Kazuul keeps never showing his face.
Things to address these:
1. Time Spiral needs to go in.
2. I am debating Crystal Chimes as an Enchantment recursion device.
3. Psychosis Crawler needs testing.
4. Yawgmoth's Will might need to go back in, especially if Mystic Retrieval is going in.
5. Increasing Vengeance will replace Fork or Reverberate. Flashback is tech and will be functionally identical for most uses.
6. Lore Broker is finally going in. Useful even in late game to filter.
7. Noggle Ransacker is getting the callup for testing. It's another mass draw/discard effect.
8. Wound Reflection may go in as a way to break the symmetry of Spiteful Visions and Phyrexian Tyranny.
I originally thought of Plunder, but again requires relying on opponents. I like Mirari because it fits with my own stuff, which is a lot of sorceries/instants. The problem is finding a slot.
What do people think of Time Spiral here?
Parasite is not so great since I don't have a ton of Red permanents. Grimoire feels too "win more" in a sense. Demon I would not run since it fails the same test as Runeflare trap, only hitting one person a go. Shocker/Barbed Shocker at least give a whole hand shift so I'm willing to cut them some slack.
The list!
1 Garza Zol, Plague Queen
Artifacts:
2 Memory Jar
3 Darksteel Ingot
4 Dimir Signet
5 Rakdos Signet
6 Izzet Signet
7 Sol Ring
8 Fellwar Stone
9 Elixir of Immortality
10 Howling Mine
11 Sensei's Divining Top
12 Lightning Greaves
13 Iron Maiden
14 Relic of Progenitus
Sorceries:
15 Yawgmoth's Will
16 Wheel of Fortune
17 Syphon Mind
18 Burning Inquiry
19 Skyscribing
20 Incendiary Command
21 Wheel of Fate
22 Damnation
23 Molten Psyche
24 Demonic Tutor
25 Cruel Ultimatum
26 Windfall
27 Vision Skeins
28 Twincast
29 Fork
30 Wheel and Deal
31 Runeflare Trap
32 Reverberate
33 Vampiric Tutor
34 Evacuation
35 Blue Sun's Zenith
36 Mystical Tutor
Creatures:
37 Kazuul, Tyrant of the Cliffs
38 Niv-Mizzet, the Firemind
39 Echo Mage
40 Phyrexian Metamorph
41 Jushi Apprentice
42 Sangromancer
43 Shocker
44 Magus of the Jar
45 Trinket Mage
46 Barbed Shocker
47 Nin, the Pain Artist
48 Seizen, Perverter of Truth
49 Jace's Archivist
50 Leyline of the Void
51 Megrim
52 Phyrexian Tyranny
53 Forced Fruition
54 Meishin, the Mind Cage
55 Chains of Mephistopheles
56 Words of War
57 Spiteful Visions
58 Liliana's Caress
59 Underworld Dreams
Planeswalkers:
60 Jace Beleren
61 Jace, the Mind Sculptor
62 Chandra Ablaze
Lands:
63 Lavaclaw Reaches
64 Molten Slagheap
65 Dreadship Reef
66 Crumbling Necropolis
67 Dragonskull Summit
68 Temple of the False God
69 Command Tower
70 Reliquary Tower
The deck needs some more defensive posturing. I'm thinking things like Ensnaring Bridge and Silent Arbiter. Consuming Vapors could also be used for double removal and lifegain.
Other cards I want to try to fit in:
Urza's Guilt
Winds of Change
Lore Broker
Blasphemous Act
Things I want to try to cut first:
Runeflare Trap because it only hits one person. You can get extra mileage from the Fork-type spells, but not enough IMO.
Echo Mage seems kinda win more perhaps.
Phyrexian Metamorph is tricksy. On one hand, if I include Academy Ruins, it becomes an excellent recursion source and lets me get back Jar as well.
Iron Maiden trips off upkeep rather than card draw or discard. So I dunno if it fits the theme as nicely. Plus a bit slow.
Yawgmoth's Will could probably be a massive lategame blowout. But in the early game it kinda clogs me I feel.
Meishin, the Mind Cage is very, very slow at getting out and can be removed.
I'd really appreciate any comments or suggestions!
Here's the list:
1x Rith, the Awakener
1x Solemn Simulacrum
1x Kitchen Finks
1x Melira, Sylvok Outcast
1x Scavenging Ooze
1x Hornet Queen
1x Karmic Guide
1x Terastodon
1x Eternal Witness
1x Knight of the Reliquary
1x Sigil Captain
1x Furystoke Giant
1x Kamahl, Fist of Krosa
1x Woodfall Primus
1x Sylvan Ranger
1x Duergar Hedge-Mage
1x Qasali Pridemage
1x Sakura-Tribe Elder
1x Juniper Order Ranger
1x Selesnya Guildmage
1x Nullmage Shepherd
1x Dragon Broodmother
1x Symbiotic Wurm
1x It That Betrays
1x Keldon Firebombers
1x Deranged Hermit
1x Sun Titan
1x Cloudgoat Ranger
1x Greater Gargadon
1x Dauntless Escort
1x Verdeloth the Ancient
1x Reveillark
1x White Sun's Zenith
1x Sprout Swarm
1x Swords to Plowshares
1x Path to Exile
Sorceries:
1x Harmonize
1x Explosive Vegetation
1x Cultivate
1x Martial Coup
1x Triumph of the Hordes
1x Praetor's Counsel
1x Austere Command
1x Hallowed Burial
1x Hour of Reckoning
1x Decree of Justice
1x Tooth and Nail
1x Conqueror's Pledge
Artifacts:
1x Nim Deathmantle
1x Skullclamp
1x Darksteel Ingot
1x Expedition Map
1x Sol Ring
1x Ashnod's Altar
Enchantments:
1x Greater Good
1x Oblivion Ring
1x Fires of Yavimaya
1x Glory of Warfare
1x Aura Shards
1x Aura of Silence
1x Elspeth, Knight-Errant
1x Garruk Wildspeaker
Lands:
1x Temple of the False God
1x Stomping Ground
1x Vitu-Ghazi, the City-Tree
1x Krosan Verge
1x Taiga
1x Naya Panorama
1x Sunpetal Grove
1x Savannah
1x Gaea's Cradle
1x Kazandu Refuge
1x Stirring Wildwood
1x Jungle Shrine
1x Riftstone Portal
1x Graypelt Refuge
1x Yavimaya Hollow
1x Horizon Canopy
1x Oran-Rief, the Vastwood
1x Sunhome, Fortress of the Legion
1x Temple Garden
7x Forest
7x Mountain
5x Plains
Any suggestions or comments that people make would be greatly appreciated!